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One thing about Raid being better than Fractal


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> @"Feanor.2358" said:

> > @"Astralporing.1957" said:

> > > @"Feanor.2358" said:

> > > > @"thrag.9740" said:

> > > > > @"Ryudnard.2587" said:

> > > > > It doesn't require +9 Agony.

> > > >

> > > > Don't forget, its true for dungeons too. You use to be able to gear up a character for about 20 gold, and it would actually be efficient at running content.

> > >

> > > The problem with dungeons is their encounters are boring.

> > That's because there was only one dungeon done since launch, and even that one was a long ago. The main problem with dungeons for the players lies not with anything with the dungeons themselves, but with the fact that they got abandoned by devs long ago.

> >

>

> Nah, it's not just the lack of development, although there is that for sure. The encounters themselves aren't interesting. Group of generic mobs after group of generic mobs, followed by a generic "boss" that's basically just a champ mob. No wonder most of the encounters get skipped. Their current work is leaps and bounds ahead of that.

 

If raids were released in 2012 they would be exactly same as dungeons.

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> @"Kheldorn.5123" said:

> > @"Feanor.2358" said:

> > > @"Astralporing.1957" said:

> > > > @"Feanor.2358" said:

> > > > > @"thrag.9740" said:

> > > > > > @"Ryudnard.2587" said:

> > > > > > It doesn't require +9 Agony.

> > > > >

> > > > > Don't forget, its true for dungeons too. You use to be able to gear up a character for about 20 gold, and it would actually be efficient at running content.

> > > >

> > > > The problem with dungeons is their encounters are boring.

> > > That's because there was only one dungeon done since launch, and even that one was a long ago. The main problem with dungeons for the players lies not with anything with the dungeons themselves, but with the fact that they got abandoned by devs long ago.

> > >

> >

> > Nah, it's not just the lack of development, although there is that for sure. The encounters themselves aren't interesting. Group of generic mobs after group of generic mobs, followed by a generic "boss" that's basically just a champ mob. No wonder most of the encounters get skipped. Their current work is leaps and bounds ahead of that.

>

> If raids were released in 2012 they would be exactly same as dungeons.

 

Yup. It's not the name that matters, it's the content. Both raids and new fractals are much more engaging and fun. I have no doubt if ANet decided to do new dungeons they'd be better as well. But dungeons also tend to take more time, they shifted toward a lower-timeframe format.

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> @"Feanor.2358" said:

> > @"Kheldorn.5123" said:

> > > @"Feanor.2358" said:

> > > > @"Astralporing.1957" said:

> > > > > @"Feanor.2358" said:

> > > > > > @"thrag.9740" said:

> > > > > > > @"Ryudnard.2587" said:

> > > > > > > It doesn't require +9 Agony.

> > > > > >

> > > > > > Don't forget, its true for dungeons too. You use to be able to gear up a character for about 20 gold, and it would actually be efficient at running content.

> > > > >

> > > > > The problem with dungeons is their encounters are boring.

> > > > That's because there was only one dungeon done since launch, and even that one was a long ago. The main problem with dungeons for the players lies not with anything with the dungeons themselves, but with the fact that they got abandoned by devs long ago.

> > > >

> > >

> > > Nah, it's not just the lack of development, although there is that for sure. The encounters themselves aren't interesting. Group of generic mobs after group of generic mobs, followed by a generic "boss" that's basically just a champ mob. No wonder most of the encounters get skipped. Their current work is leaps and bounds ahead of that.

> >

> > If raids were released in 2012 they would be exactly same as dungeons.

>

> Yup. It's not the name that matters, it's the content. Both raids and new fractals are much more engaging and fun. I have no doubt if ANet decided to do new dungeons they'd be better as well. But dungeons also tend to take more time, they shifted toward a lower-timeframe format.

 

Raids are basically dungeons, but scaled for 10 players and lacking branching paths.

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> @"Kheldorn.5123" said:

> > @"Feanor.2358" said:

> > > @"Kheldorn.5123" said:

> > > > @"Feanor.2358" said:

> > > > > @"Astralporing.1957" said:

> > > > > > @"Feanor.2358" said:

> > > > > > > @"thrag.9740" said:

> > > > > > > > @"Ryudnard.2587" said:

> > > > > > > > It doesn't require +9 Agony.

> > > > > > >

> > > > > > > Don't forget, its true for dungeons too. You use to be able to gear up a character for about 20 gold, and it would actually be efficient at running content.

> > > > > >

> > > > > > The problem with dungeons is their encounters are boring.

> > > > > That's because there was only one dungeon done since launch, and even that one was a long ago. The main problem with dungeons for the players lies not with anything with the dungeons themselves, but with the fact that they got abandoned by devs long ago.

> > > > >

> > > >

> > > > Nah, it's not just the lack of development, although there is that for sure. The encounters themselves aren't interesting. Group of generic mobs after group of generic mobs, followed by a generic "boss" that's basically just a champ mob. No wonder most of the encounters get skipped. Their current work is leaps and bounds ahead of that.

> > >

> > > If raids were released in 2012 they would be exactly same as dungeons.

> >

> > Yup. It's not the name that matters, it's the content. Both raids and new fractals are much more engaging and fun. I have no doubt if ANet decided to do new dungeons they'd be better as well. But dungeons also tend to take more time, they shifted toward a lower-timeframe format.

>

> Raids are basically dungeons, but scaled for 10 players and lacking branching paths.

 

> @"Kheldorn.5123" said:

> > @"Feanor.2358" said:

> > > @"Kheldorn.5123" said:

> > > > @"Feanor.2358" said:

> > > > > @"Astralporing.1957" said:

> > > > > > @"Feanor.2358" said:

> > > > > > > @"thrag.9740" said:

> > > > > > > > @"Ryudnard.2587" said:

> > > > > > > > It doesn't require +9 Agony.

> > > > > > >

> > > > > > > Don't forget, its true for dungeons too. You use to be able to gear up a character for about 20 gold, and it would actually be efficient at running content.

> > > > > >

> > > > > > The problem with dungeons is their encounters are boring.

> > > > > That's because there was only one dungeon done since launch, and even that one was a long ago. The main problem with dungeons for the players lies not with anything with the dungeons themselves, but with the fact that they got abandoned by devs long ago.

> > > > >

> > > >

> > > > Nah, it's not just the lack of development, although there is that for sure. The encounters themselves aren't interesting. Group of generic mobs after group of generic mobs, followed by a generic "boss" that's basically just a champ mob. No wonder most of the encounters get skipped. Their current work is leaps and bounds ahead of that.

> > >

> > > If raids were released in 2012 they would be exactly same as dungeons.

> >

> > Yup. It's not the name that matters, it's the content. Both raids and new fractals are much more engaging and fun. I have no doubt if ANet decided to do new dungeons they'd be better as well. But dungeons also tend to take more time, they shifted toward a lower-timeframe format.

>

> Raids are basically dungeons, but scaled for 10 players and lacking branching paths.

 

I liked the 5 man branching paths with dungeons. It would be nice if they had added a single dungeon with 4 branches including the story for each expansion. I thought dealing with the Malyck story with a dungeon, with Heart of Thorns, would of have been a neat way to go. Same with a possible dungeon for Path of Fire.

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